The challenge of managing only one tower can be tough, but simple enough to know the consequences.

The boss fight is super fun! I realized that i could utilize the down time to hit the boss!

Speaking about down time, i really like having something to do while my tower shoots, and collectingg gems fills just the role! I have to optimize between picking gems or moving my tower. Subtle but powerful!

if you go ahead and play the post-jam version i actually further reduced the difficulty. (wont post a link here until jam really finishes)

I reduced the difficulty for 2 reasons:

Just met a total beginner who doesn't even know WASD. I want to give these people some more time picking up

I added laser sight. When testing it i find myself shifting too much attention to lining up the perfect shot, and the zombies were already at my nose.

But you are right. I need to set a better skill ceiling. Unskilled players should still start easy (like my latest update) and skilled players can rush past this by doing exponential score with combos.

I prepare to let new comers stick around for 1 minites in average (again dictated by performance), and then turn on the rollercoaster. Going to add a war flag zombie leader that somehow increases your score multiplier, but also increases all zombie speed by percentage (stack vs no stack? they are still one hit kills so i better have multiple alive. no wait, if i have a constant spawner but at large intervals then the players can choose to let them stick around for even higher score, but killing them do not slow existing zombies because it respawns rightaway)

This is a very innovative start of an idea. If put in a real multiplayer game, it will be dope AF.

However, at the heart it is still carrying and throwing a cargo to a hoop.

I suggest adding simple deterministic AI to P2, and then this puzzle may get back some of its depth.

That said, i should look at its intention and picture it happening right in the middle of a multiplayer game, then the mood is really here. I really want to pick up that one disconnected guy and throw'im out of the window, or, at the red goal.

Cute graphic and nice collection of sprites. Especially liked P1 lifting its tiny arms. The box manipulation mechanics and the throwing mechanics are very well implemented and very smooth. Well done

the colors are too bright. consider using Color.HSVtoRGB() to tune down the saturation (that is the red-white axis), and ever so slightly reduce the overall value (reduce the maximum value for the block-white axis)